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Showing 1 to 15 of 79 results Save | Export
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Janina Bistron; Angela Schwering – Journal of Geoscience Education, 2024
School curricula as well as scientific literature emphasize the need of understanding how children navigate with maps. To date, however, there is no empirically validated assessment tool for analyzing navigational map reading competencies that can be used in map-based navigation tasks in the real-world. This paper fills this gap by presenting…
Descriptors: Map Skills, Educational Games, Elementary School Students, Spatial Ability
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Güliz Sahin – Journal of Educational Technology and Online Learning, 2023
The study aims to explore the perspectives of primary school teacher candidates who attend Turkish Language Teaching courses on their experiences of developing digital educational escape room games (DEERGs). Phenomenology design, one of the qualitative research methods, was utilized. The study group comprised 48 primary school teacher candidates…
Descriptors: Foreign Countries, Preservice Teacher Education, Preservice Teachers, Elementary Schools
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Mar'atussolichah; Hamidulloh Ibda; Muhammad Fadloli Al-Hakim; Faizah Faizah; Aniqoh Aniqoh; Mahsun Mahsun – Journal of Education and Learning (EduLearn), 2024
The background of this research is the need for teacher innovation in developing digital-based learning media in Indonesian language learning. The research method used is research and development (R&D) with the analysis, design, develop, implement, and evaluate (ADDIE) model, which consists of five research stages: analysis, planning,…
Descriptors: Educational Games, Indonesian, Elementary School Students, Teaching Methods
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Imam Fitri Rahmadi; Zsolt Lavicza; Selay Arkün Kocadere; Tony Houghton; Jonathan Michael Spector – Educational Technology Research and Development, 2024
Although user-generated microgames, defined as very simple games made by non-professionals on open platforms, are popular and appear to have considerable advantages in facilitating learning, further exploration is needed to establish their potential in instructional practices. The present study investigates the design, participation and experience…
Descriptors: Educational Games, Educational Technology, Computer Oriented Programs, Open Education
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Dikkartin Övez, Filiz Tuba; Acar, Irem Gizem – Journal of Educational Technology and Online Learning, 2022
The aim of study to investigate the effects of block-based game development activities carried out on the goal-based scenario approach on the geometry achievement and computational thinking skills of seventh-grade students and to reveal their opinions regarding the process. The study used a one-group pretest-posttest experimental model an…
Descriptors: Programming, Educational Games, Geometry, Thinking Skills
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Fu-Hsing Tsai – SAGE Open, 2023
The cultivation of computational thinking and programing education have gained prominence in K-12 education worldwide. Primary school teachers should be proficient in visual programing and using microcontrollers to teach programing courses. To cope with these trends, a learning activity was developed and implemented in Taiwan's primary teacher…
Descriptors: Preservice Teachers, Teacher Education Programs, Programming, Computer Science Education
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Banks, Rebecca; Porchia, Starian; McCallum, Jasmine; Schiner, Nick – Childhood Education, 2023
In the wake of all that educators are navigating these days, they've proven to be not only resilient, but also innovative. They continue intentionally finding new and exciting ways to create powerful learning opportunities for all students. Reinvent the Classroom, an initiative by Digital Promise, HP, Microsoft, and Intel, supports, celebrates,…
Descriptors: Educational Innovation, Educational Technology, Technology Uses in Education, Writing (Composition)
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Budasi, I. Gede; Ratminingsih, Ni Made; Agustini, Ketut; Risadi, Md. Yudyantara – International Journal of Instruction, 2020
The purpose of this study was to investigate whether there was a significant effect of Power Point game on young learners' learning motivation and English achievement involving learners' perception of it. Based on the characteristics of quantitative research methods, the post-test only control group quasi-experimental design was used to test the…
Descriptors: Computer Software, Student Motivation, Academic Achievement, Student Attitudes
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Falahah; Irrahali, Fadhila Alinda – International Journal of Higher Education, 2019
Educational game is a game especially for the kid, that contains educational materials designed in an interactive game that aims to improve intelligence as well as providing knowledge to the users. The opportunity to make android-based education game is open wide, especially the game that exploit local content. In this research, we will develop…
Descriptors: Foreign Countries, Educational Games, Geographic Regions, Educational Technology
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Tavares, Rita; Marques Vieira, Rui; Pedro, Luís – Education Sciences, 2021
This paper reports research work related to a wider study, aimed at developing a mobile app for Science Education in primary-school. Several studies reveal that Science Education can be improved by using technology, namely educational software. However, to promote a structured use of technology, innovative learning approaches must be designed for…
Descriptors: Science Education, Educational Technology, Telecommunications, Handheld Devices
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Berson, Ilene R.; Berson, Michael J.; Snow, Bert – Social Education, 2017
Game-based learning not only contributes to a learning environment that is interesting and engaging for students but also fosters collaboration while meeting educational goals. Recognizing the potential of digital games to promote primary-source use for discovery and problem-solving, the Library of Congress established funding to advance the…
Descriptors: Primary Sources, Computer Software, Computer Assisted Instruction, Educational Games
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Gutica, Mirela; Petrina, Stephen – International Journal of Game-Based Learning, 2021
Evaluating the subjective playing experience and engagement in learning is important in the design of advanced learning technologies (ALTs) that respond to the learners' cognitive and emotional states. This article addresses students' attitudes toward an educational game, Heroes of Math Island, and their responses to the emotional agent, an…
Descriptors: Educational Games, Mathematics Instruction, Student Attitudes, Grade 6
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Melander Bowden, Helen – Learning, Media and Technology, 2019
This article explores children's development of problem-solving practices through multimodal engagements in digital activities. The study is based on analyses of a video recorded peer group activity in which two children, within the context of a project on computational thinking using the software "Scratch," collaboratively work to solve…
Descriptors: Foreign Countries, Elementary School Students, Grade 4, Problem Solving
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Edelen, Daniel; Bush, Sarah B.; Nickels, Megan – Science and Children, 2019
Because students have often been conditioned as passive learners and receivers of knowledge, it can be difficult for them to persevere in solving authentic problems. Nevertheless, teachers must persist in preparing students as problem solvers and critical thinkers. In an urban inner-city neighborhood school in the southeast, students embarked on a…
Descriptors: Elementary School Students, Elementary School Science, Grade 3, Grade 4
Wendt, Staci; Rice, John; Nakamoto, Jonathan – WestEd, 2019
Spatial-Temporal Math (ST Math) is game-based, instructional software for K-12 students created by the MIND Research Institute (MIND). ST Math is integrated into classroom instruction, but can also be used in a computer lab or at home. The ST Math software games begin without language and symbol abstractions by posing math programs as purely…
Descriptors: Educational Games, Mathematics Education, Mathematics Instruction, Computer Software
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